Arnaud Giret, french photographer / http://arnaudgiret.com
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Video
3delight Linux Install from Lewis Taylor on Vimeo.
How to painlessly install 3dl in Linux to run with houdini. Your life will never be the same after watching this amazing video. Bonus points for OBS making a loud BEEEEEEP when hitting the tab key in a terminal. Piece of shit.
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vimeo
Houdini Procedural Rock - part 1 from Fabricio Chamon on Vimeo.
How to create a fully procedural rock using VOPs and how to "rockify" existing models.I also explain in detail how to deal with (and fix) intersecting geometry.
--------------------------------------------- 00:00 Blocking out the base shape 01:41 Retopo using instant meshes 02:45 Noise level 1 (Flattened areas) 06:08 Dealing with intersections (Smoothing method) 20:41 Dealing with intersections (VDB erode method) 25:21 Noise level 2 (Sedimentary areas) 33:50 Noise level 3 (Spiky noise) 40:18 Reviewing noise parameters to improve rock shape 43:07 Noise level 4 (high frequency details A) 44:56 Noise level 5 (high frequency details B) 46:14 Generating a different rock 48:14 Rockifying existing geometry
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vimeo
Curve from Chris Harkin on Vimeo.
A personal project exploring forms created from a pyro simulation and custom velocities in Houdini. Rendered with Mantra.
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vimeo
CGMK Tutorial - Fractal Minerals ( with HIP file) from CGMonkeyKing on Vimeo.
Second tutorial on the mineral subject, where I go over creating a very simple system to simulate fractal growth to generate a mineral structure.
HIP File: drive.google.com/file/d/1cP1yYiCkMERYDMjAWkCzX6UmYlbr5HWC/view?usp=sharing
You can find the first tutorial here: vimeo.com/304116804
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houdiniPill_01. Custom solver from Javier Toledo on Vimeo.
In this first houdini pill we are going to create a very simple solver that will make spheres grow until they hit each other. It's an easy tutorial but some vex and basic houdini knowledge is required.
I hope you like it, more coming soon!
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vimeo
Houdini Ice and Frost from Josh Clos on Vimeo.
Frost and ice growth system originating from collision points of snowflakes. It's delightfully procedural but became somewhat heavy; I'll optimize better next time. Everything was done in Houdini and rendered with Arnold.
The model is a scan of a beautiful sculpture by Georges Gardet called Drame au désert from threedscans.com
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Earthquake in Paris - Arch of Triumph destroyed from StepByStepVFX on Vimeo.
I repurposed - again - a shot found on Youtube (youtube.com/watch?v=7m-Ql_zOB6E), around 2:30. The Arch was rebuilt using photogrammetry (RealityCapture) and Maya. It was then decomposed by cubic blocks in Houdini in order to get a more realistic destruction. RBD and Smoke simulations done in Houdini, rendered with Mantra. Surrounding buildings were built using NukeX and Maya. Camera was tracked in PFtrack. Trees were made in Speedtree and instanced in Houdini (packed disk primitives). Cars are very detailed models instanced in Houdini using point instancing. Cleaning of the plate was done in NukeX, as well as the compositing.
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vimeo
FX SHOWREEL 2019 from Fabian Nowak on Vimeo.
Collection of some of my favorite shots across all the shows I had the chance to work on, between 2014 and 2019. (at MPC, and Industrial Light & Magic)
A bit longer than the usual reel format, but this is my last one before leaving London, as I'm heading for a new personal adventure, so I made it last. :)
I am glad that I had the opportunity to create my own flying cameras, build all different layers and assemble them all together to make these funny breakdown shots. It was always a great reward for me after each crunch time at the end of these big shows to have a bit of fun with all the material we created.
This job is freaking awesome ! \m/
music : "Never Good Bye" - Max Richter - Hostiles OST (2017)
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SideFX Houdini - Fun with VEX - Sine&Cosine - shattering procedural geo from illusionistix on Vimeo.
Hey, thanks for your interest! This one is about creating lots of geo (in very little time) - and shattering it! If you have any questions - just leave a comment :) Come join me on Patreon while it´s still cheap: patreon.com/illusionistix thanks in advance!
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vimeo
Introducing the Arnold GPU Public Beta from Arnold on Vimeo.
The wait is over. Arnold 5.3 offers artists a first taste of Arnold GPU with a public beta version, giving you the flexibility to switch seamlessly between CPU or GPU rendering, for a set number of features. From real-time look development to interactive lighting, Arnold GPU helps bring speed and power to user workflows, leading to shorter iterations cycles and reviews.
Arnold 5.3 with Arnold GPU in public beta will be available for download on March 20, 2019 as of 3pm ET. Arnold GPU will be available in all supported plug-ins for Autodesk Maya, Autodesk 3ds Max, Houdini, Cinema 4D, and Katana. You will also be able to try Arnold GPU with a free 30-day trial of Arnold: arnoldrenderer.com/tryarnold
Special thanks to the following for their contribution to this video: Sohrab Esfehani, Dušan Ković, Chad Ashley, Lee Griggs, Mads Drøschler, Slava Sych, and Mike Wile.
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vimeo
[TUTORIAL] Game Tools | AliceVision from Paul Ambrosiussen on Vimeo.
DOWNLOAD AND SUPPORT: sidefx.com/tutorials/alicevision-plugin/
AliceVision is a Photogrammetric Computer Vision Framework which provides a 3D Reconstruction and Camera Tracking algorithms. It has been made available as a plugin Houdini through the GameDevelopmentToolset.
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Game Development Toolset: Houdini @ GDC 2019 from SideFX Houdini on Vimeo.
A quick summary of just a few of the Houdini Game Development Tools recently developed at SideFX. GDTs are designed to make Houdini workflows faster and easier - so you can focus on your content development. And even though they're called Game Development Tools, many artists outside of that field find them super useful too!
More info on the GameDev Toolset here: sidefx.co/2HnmLME
Included in this video are:
1) GameRes - reduce meshes to game-friendly resolution 2) Instant Meshes - convert triangulated mesh to quad mesh 3) Mesh Tiler - create seamless tile-able geometry 4) Flow Map - Flowmap from curve input - Change obstacle count - Change flowmap strength 5) Physics Painter - paint physics objects onto any other object 6) RBD Director - easily control geometry fracture behaviour 7) Detail Mesh - Project detailed mesh onto template geometry 8) MapBox - import satellite data to a Houdini heightfield
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vimeo
The VFX School week-1 from arnaud giret on Vimeo.
An experiment from the first submission exercise at The VFX School.
Creating an attribute "vee" that selects a range of the +Y velocity of an animated map or animated vop noise. Then generate particles from the points of "vee" with inherited velocity + random vel in +Y. For each pt particles add a random pscale dupplicate it and add @P.y += @v; merge the pts and add a polywire. / add an emissive shader to those. Render/.
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Desfronterizate Breakdown VFX Smoke from MIX Training on Vimeo.
A project my friend Luis Montemayor and I did, we had to replace on set smoke, the plates had smoke, Luis did and AMAZING Deep comp work to get the smoke I created in the plate, amazing comp. We had to MATCH Butch Locsin's smoke bombs which actually did a few of the other spots on set, so it was great to see our smoke against he's and it works great, super happy with the results we got, Enjoy!
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vimeo
Building the orientation matrix for local rotation from olivier jeannel on Vimeo.
Sorry the phone rang at the end of the video.
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vimeo
METRO Exodus from Platige Image on Vimeo.
Director & Writer: Tomek Suwalski CG Supervisor: Hubert Zegardło Art. Director: Karol Klonowski Executive Producer: Piotr Prokop Producer: Daria Zienowicz Department Coordinator: Tomasz Wróbel, Karolina Koszewska Production Coordinators: Piotr Gochnio ,Marcin Kurowski, Justyna Ołtarzewska, Klaudia Sordyl Animation Production Manager: Marina Borokhova
Concept Artist,Maciej Rębisz, Michał Niewiara, Jakub Jabłoński, Maciej Drabik, Mateusz Oźmiński, Damian Bajowski Lead Character Artist: Szymon Kaszuba Technical Character Lead,Sebastian Lautsch Character Artists,Maciej Zatwarnicki, Klaudiusz Wesołowski, Amelia Baj,Agnieszka Strzęp, Izabela Poznańska, Alexandru Halcescu Lead Asset Look Dev: Piotr Orliński Asset Look Dev Artists: Piotr Nowacki, Filip Adamiak, Sebastian Deredas,Żaneta Szabat, Patrycja Domańska, Bartosz Skrzypiec Lead Set Dressing Artist: Arkadiusz Piwiec Set Dressing Artists, Michał Rudkowski, Robert Kudera, Przemysław Sacharczuk, Mariusz Zastawny, Nauzet Martin Naranjo, Paweł Adamajtis, Tomasz Kuś, Damian Drabik ,Michał Witek Lead Layout Artist: Dominik Wawrzyniak Layout Artists: Michał Kaleniecki, Janek Sojka, Grzegorz Mazur, Marta Wiśniewska Lead Animation Artist: Błażej Andrzejewski Animation Artists,Olga Szablewicz-Pisuk, Krzysztof Faliński, Bartosz Jerczyński, Patryk Latos, Andrzej Ellert Lead Character TD: Bartłomiej Przybylski Character TD: Olga Bieńko, Robert Chrzanowski, Mateusz Matejczyk, Rafael Vitoratti Hair Groomer,Mirosław Pączkowski, Marcin Kłusek Lead Character FX Artists, Kacper Żuliński ,Bartosz Miraś,Oleksandr Gorodyskyi Lead FX Artist,Michał Firek FX Artists,Rafał Rumiński, Dominik Dziubalski , Agata Cichosz, Filip Tarczewski, Michał Grądziel, Igor Zanic Look Dev Artists: Mateusz Sroka, Paweł Szklarski Lead Lighting Artist,Przemek Patyk Lighting Artists,Michał Pancerz, Michał Witek, Piotr Orliński, Paweł Szkarski Matte Paint Artists,Maciej Biniek, Adam Trędowski, Maciej Drabik Lead Compositing Artist: Karol Klonowski Compositing Artist,Łukasz Przybytek, Mateusz Węglarz, Dmytro Kolisnyk, Witold Płużański, Adam Rosłanowski, Jakub Petruk, Set Dressing/ Lighting/ Rendering/ Compositing: Seweryn Czarnecki, Andrzej Przydatek,Tomasz Przydatek Additional Set Dressing,Łukasz Gdaniec, Łukasz Walichnowski, Łukasz Świerczyński ,Michał Małyska, Waldemar Tabaka, Krzysztof Rusinek,Rafał Waniek Additional Animators,Ildkio Czipa, Nora Kiss, Barbara Agocs,Bea Ujj Animation Supervisor: Csaba Baros Technical Director: Szabolcs Sinka Additional Face Animators,David Barton,Nicole Mustoe,Katya Owu Grading: Piotr Sasim Finishing Artists: Piotr Popielawski
Music: Alexey Omelchuk Sound: Platige Image Sound Design: Wojciech Chołaściński Sound Producer: Sabina Pająk-Maciaś
Data Wrangler: Michał Własiuk Audio/Video Technique: Maciej Żak Storyboard: Andrzej Grzechnik Treatment Layout: Szymon Kuczmierczyk Translator: Jan Szelągiewicz CTO: Tomasz Kruszona Lead Pipeline TD: Jarosław Zawiśliński Pipeline TD,Łukasz Dąbała ,Witold Duraj, Adrian Krupa, Tomasz Kurga, Maksim Kuzubov, Sergii Nazarenko Lead Render Wrangler,Rafał Wójcikowski Render Wranglers: Kamil Boryczko,Łukasz Derda,Marcin Jóźwiak ,Piotr Szczepaniak Head of IT: Piotr Getka IT: Jakub Dąbrowski, Krzysztof Konig, Marcin Maciejewski,Łukasz Olewniczak
Motion Capture Producer: Justyna Ołtarzewska Motion Capture Production Assistant: Dorota Woropaj Motion Capture TD: Grzegorz Mazur Motion Capture Junior TD: Aleskander Szymkuć,Dawid Wieczorek Motion Capture Camera: Dominik Wawrzyniak
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Flip Fluid compare+breakdown from Berika Lobzhanidze on Vimeo.
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